pygame實(shí)現(xiàn)方塊動(dòng)畫實(shí)例講解
導(dǎo)入組件
首先導(dǎo)入需要的組件,pygame游戲組件,time是時(shí)間組件
import pygame, time, sys from pygame.locals import *
繪制窗口
這里定義了一個(gè)480*600的屏幕,設(shè)置了窗口標(biāo)題,并設(shè)置了屏幕的填充顏色為白色
# 屏幕的寬高 WIDTH = 480 HEIGHT = 600 # 顏色的常量 WHITE = (255, 255, 255) surface = pygame.display.set_mode((WIDTH, HEIGHT), 0, 30) pygame.display.set_caption("矩形動(dòng)畫") while True: for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() surface.fill(WHITE) pygame.display.update()
繪制矩形
RED = (255, 0, 0) # 定義矩形字典變量 rect = {'rect': pygame.Rect(200, 200, 60, 46), 'color': RED} --- surface.fill(WHITE) pygame.draw.rect(surface, rect['color'], rect['rect']) ---
讓矩形動(dòng)起來
從運(yùn)動(dòng)來看只有中心向四方移動(dòng)的四種可能。定義四個(gè)方向的常量。
# 方向常量 UPLEFT = 'upleft' UPRIGHT = 'upright' DOWNLEFT = 'downleft' DOWNRIGHT = 'downright'
然后定義矩形的移動(dòng)速度
# 矩形移動(dòng)的速度 MOVESPEED = 2
給矩形設(shè)置一個(gè)初始的移動(dòng)方向
# 定義矩形字典變量 rect = {'rect': pygame.Rect(200, 200, 60, 46), 'color': RED, 'direction': UPLEFT}
根據(jù)矩形的移動(dòng)方向改變對應(yīng)的起始位置。根據(jù)矩形不同的位置改變矩形的起始位置。
# 如果是上左,則x y 都減少 if rect['direction'] == UPLEFT: rect['rect'].left -= MOVESPEED rect['rect'].top -= MOVESPEED # 如果是上右,則x 增加 y 減少 if rect['direction'] == UPRIGHT: rect['rect'].left += MOVESPEED rect['rect'].top -= MOVESPEED # 如果是下左,則x 減少 y 增加 if rect['direction'] == DOWNLEFT: rect['rect'].left -= MOVESPEED rect['rect'].top += MOVESPEED # 如果是下右,則x y 都增加 if rect['direction'] == DOWNRIGHT: rect['rect'].left += MOVESPEED rect['rect'].top += MOVESPEED
不斷的改變矩形的位置,要注意防止移出窗口,當(dāng)觸及到邊緣,沿來的方向?qū)⒕匦胃淖兎较蚣纯伞?/p>
# 如果上溢出窗口 if rect['rect'].top <= 0: if rect['direction'] == UPLEFT: rect['direction'] = DOWNLEFT if rect['direction'] == UPRIGHT: rect['direction'] = DOWNRIGHT # 如果下溢出窗口 if rect['rect'].bottom >= HEIGHT: if rect['direction'] == DOWNRIGHT: rect['direction'] = UPRIGHT if rect['direction'] == DOWNLEFT: rect['direction'] = UPLEFT # 如果右溢出窗口 if rect['rect'].right >= WIDTH: if rect['direction'] == DOWNRIGHT: rect['direction'] = DOWNLEFT if rect['direction'] == UPRIGHT: rect['direction'] = UPLEFT # 如果右溢出窗口 if rect['rect'].left <= 0: if rect['direction'] == DOWNLEFT: rect['direction'] = DOWNRIGHT if rect['direction'] == UPLEFT: rect['direction'] = UPRIGHT
這樣就實(shí)現(xiàn)了功能。每次循環(huán)讓時(shí)間暫停一會(huì)即可。
這里附上所有代碼
import pygame, time, sys from pygame.locals import * # 屏幕的寬高 WIDTH = 480 HEIGHT = 600 # 顏色的常量 WHITE = (255, 255, 255) RED = (255, 0, 0) # 方向常量 UPLEFT = 'upleft' UPRIGHT = 'upright' DOWNLEFT = 'downleft' DOWNRIGHT = 'downright' # 矩形移動(dòng)的速度 MOVESPEED = 2 # 定義矩形字典變量 rect = {'rect': pygame.Rect(200, 200, 60, 46), 'color': RED, 'direction': UPLEFT} surface = pygame.display.set_mode((WIDTH, HEIGHT), 0, 30) pygame.display.set_caption("矩形動(dòng)畫") while True: print(rect) for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() surface.fill(WHITE) # 如果是上左,則x y 都減少 if rect['direction'] == UPLEFT: rect['rect'].left -= MOVESPEED rect['rect'].top -= MOVESPEED # 如果是上右,則x 增加 y 減少 if rect['direction'] == UPRIGHT: rect['rect'].left += MOVESPEED rect['rect'].top -= MOVESPEED # 如果是下左,則x 減少 y 增加 if rect['direction'] == DOWNLEFT: rect['rect'].left -= MOVESPEED rect['rect'].top += MOVESPEED # 如果是下右,則x y 都增加 if rect['direction'] == DOWNRIGHT: rect['rect'].left += MOVESPEED rect['rect'].top += MOVESPEED # 如果上溢出窗口 if rect['rect'].top <= 0: if rect['direction'] == UPLEFT: rect['direction'] = DOWNLEFT if rect['direction'] == UPRIGHT: rect['direction'] = DOWNRIGHT # 如果下溢出窗口 if rect['rect'].bottom >= HEIGHT: if rect['direction'] == DOWNRIGHT: rect['direction'] = UPRIGHT if rect['direction'] == DOWNLEFT: rect['direction'] = UPLEFT # 如果右溢出窗口 if rect['rect'].right >= WIDTH: if rect['direction'] == DOWNRIGHT: rect['direction'] = DOWNLEFT if rect['direction'] == UPRIGHT: rect['direction'] = UPLEFT # 如果右溢出窗口 if rect['rect'].left <= 0: if rect['direction'] == DOWNLEFT: rect['direction'] = DOWNRIGHT if rect['direction'] == UPLEFT: rect['direction'] = UPRIGHT pygame.draw.rect(surface, rect['color'], rect['rect']) pygame.display.update() time.sleep(0.02)
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